This is just the lobby. Not much code behind it. Tell me what you think.
To see some of the other stuff that’s related to this game, go here:
Thanks.
This is just the lobby. Not much code behind it. Tell me what you think.
To see some of the other stuff that’s related to this game, go here:
Thanks.
Please explain about what is your game.
FPS/TPS fighting game. So you pick up weapons and ammo and kill other players.
It’s really hard to say anything at this stage. But I think that:
Also you will need at least three maps. If you want them to look good, you’ll need to hire a professional. There are corresponding sections in HidenDevs and Rodevs where you can hire a builder. You know how many of them specialize in FPS mapping: zero. Therefore, you will have to familiarize yourself with the theoretical literature on how to create a good FPS map, then create a map prototype yourself and only then contact the builder, because if you apply without a map prototype, it is very likely that the price of the order will double.
You also need a game development plan that should include things like Workspace.Gravity, StarterPlayer.CharacterJumpPower, maximum player speed, will player be able to double jump or dash - such things even affect the structure of the maps.
Thank you for your feedback. I wish to point out that the first link is just the lobby. The other link is representative of the game world in code. Good tips for 1 & 2.
IMO, the only real difference between a FPS and a TPS is the location of the camera: At the player’s head pointing out from the player’s face, or behind the player. I have thought about using a shorter round time to test it. Right now, in the game world, the timer really doesn’t do much except count down. Since most of the major framework coding is complete, I am moving onto the game code proper.
I have a number of ideas for maps. Since there are multiple game modes, each map will need the ability to support the different modes. It seems that the CTF (2/4 team) FFA, LSP, DM, and TDM modes has the most flexibility of repurposing. Each mode has it’s own module under the main GameRunner script. I started with CTF-4T because that seemed to be the most complicated with both 4 teams and flags. There is some polish that needs to be done in the code but that’s minor stuff.
Once again, thank you for your feedback. It’s much appriciated.